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There's Gold In Them Thar Games

Via Terra Nova, the New York Times (reg. required) has a piece discussing the increasing trend of players making serious money off of MMOGs. They cite one gentleman who is able to pay his monthly mortage thanks to his daily ventures into the virtual spaces of Second Life. From the article: "Mr. Ainsworth, 36, was not a fan of online games until his 10-year-old daughter became interested in The Sims Online. He then noticed that a large number of simoleans were for sale on eBay. 'I started hearing about players leaving the game who were selling their assets...so I figured, buy low, sell high.'"

33 comments

  1. Real Life? by Anonymous Coward · · Score: 2, Funny

    Has anyone here actually tried this, and what were the results?

    1. Re:Real Life? by Sebadude · · Score: 2, Funny

      It's fun, but the monthly fees are outrageous. Stay away!

      --
      Eh.
    2. Re:Real Life? by jafuser · · Score: 2, Informative

      If you're referring to SL, you only pay a monthly fee if you want to be a landowner. Otherwise, you can pay US$10 one-time charge for a Basic account, which doesn't expire or recur (landowners pay the server costs).

      Currently your inventory is unlimited, so not having land isn't that big of a deal unless you want to open a store or build something you wish to persist. There are sandbox regions for people who don't own land who want to build things and store them in their inventories. And of course you can always make friends with someone who owns land and ask them permission to persist something on their land.

      As far as owning land, it only gets expensive if you can't control yourself and keep feeling the need to acquire more and more land. You can go anywhere from 512m^2 for $10/month to full 65536m^2 server regions for US$200/month each.

      Honestly though, there's a lot to do in SL without having to own land. Most people buy land just to plant a house down, which seems like a waste to me (why build something traditional to Real Life in a virtual world?).

      In fact, there's hardly any reason to own land unless you really feel the need to -- you can even rent land with the in-game currency if you want to set up a vending machine for selling the items you create.

      SL is neat, and worth checking out if you have a fast computer and broadband. It's having some scalability problems right now, so it can be a bit slow during peak hour, but I think anyone geeky enough to be reading this site would probably at least find SL somewhat nifty (ie scripting objects in 3d multiuser environment) and worth checking out.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    3. Re:Real Life? by Anonymous Coward · · Score: 0

      No, he was talking about reality, which is often called "the best MMORPG ever" in jokes. And hey, can't argue with that, how many characters act out-of-role in it?

    4. Re:Real Life? by kannibal_klown · · Score: 1
      Has anyone here actually tried this, and what were the results?


      Me.

      At the height of my "City of Heroes" addiction, I paid like 30 or 40 USD for "influence" (it's version of Gold).

      Now that I've "quit the habit" I feel rather stupid for doing it. It mean, for the cost of a new game I simply upgraded my experience on an MMORPG. It made sense at the time, as the extra influence made gaming a lot more efficient (could boost my powers considerably). But now...

      God, I gotta make sure I don't get hooked on another MMORPG again.

  2. Article text because registration sucks ass by Anonymous Coward · · Score: 5, Informative

    By MARK WALLACE
    Published: May 29, 2005

    JASON AINSWORTH plays the online game Second Life at least four hours a day. In the game, he runs a virtual real estate development business. But his after-tax profit - about $1,800 a month - is real, and it's enough to pay the mortgage on his home in Las Vegas.

    For many people, what are known as massively multiplayer online games have become significant sources of income.

    Web sites have sprung up that allow players to use real currency to buy items - like weapons or real estate - that they may want or need for the games.

    Games like Second Life, World of Warcraft, Ultima Online and dozens of others offer the opportunity to interact with thousands of players worldwide in virtual environments that continue to exist whether or not any particular person is playing at the moment. The virtual broadsword you found in the dragon's cave (or that dream house you built) before logging off on Tuesday will be right there on Wednesday.

    Acquiring those items, however, requires work. In Ultima Online, it can take weeks to amass enough virtual gold to buy a superior weapon. It can take just as long to earn enough "simoleans," the virtual currency of The Sims Online - the online version of Electronic Arts' best-selling role-playing games - to buy and furnish a house.

    But not everyone cares to spend time toiling in pursuit of game money. This provides an opportunity for people like Mr. Ainsworth. A thriving market has sprung up in which players spend real-world cash to buy game currency or desirable items from other players. Transactions take place on eBay or on sites like gamingopenmarket.com or www.ige.com. Payments are made through PayPal and other online services. Players then log into the game and transfer the virtual goods or currency.

    Mr. Ainsworth, 36, was not a fan of online games until his 10-year-old daughter became interested in The Sims Online. He then noticed that a large number of simoleans were for sale on eBay. "I started hearing about players leaving the game who were selling their assets," he said, "so I figured, buy low, sell high."

    But Mr. Ainsworth found his moneymaking options in The Sims "very limited"; he switched to Second Life, a virtual world that is less a game than a three-dimensional environment in which players can do whatever they choose. There, he has leveraged his real-life experience - he is a developer and contractor - into an online business. In 14 locations in Second Life's virtual world, he owns enough "land" to rent space to nearly 50 retailers, who in turn earn virtual money selling everything from jewelry to clothing to art (all nonexistent, of course). Mr. Ainsworth converts his game profits into real money on sites like eBay, Ige and gamingopenmarket, which charge a small fee, and he includes that income on his tax returns.

    "A lot of your success or failure depends on your ability to keep the fire lit," he said. "I have good months and bad months, but the work is fun."

    Earnings can be considerable. Ailin Graef, who goes by the screen name Anshe Chung in Second Life, said she was on track to earn about $100,000 in real money in her first year in the game's real estate business.

    Hundreds of people who play Second Life make a profit on it, said Philip Rosedale, chief executive and founder of Linden Lab, the game's developer. The value of the average player's transactions, if converted to real money, is more than $1,000 a year and has been growing nearly 25 percent a month, Mr. Rosedale said.

    Who buys this stuff? One Second Life resident, who asked to be identified only by her screen name, Diamond Hope, said she spent $10 to $15 a month on clothing and other accessories in Second Life, but would spend more if she could afford it. "With all the things you can buy in Second Life," she said, "it's hard not to want them, just like real-life stuff."

    In the open-ended environment of Second Life, players are provided with a host of powerful tools that can be us

    1. Re:Article text because registration sucks ass by Kwil · · Score: 0, Troll

      The saddest part about the article:

      One Second Life resident, who asked to be identified only by her screen name, Diamond Hope, said ... "With all the things you can buy in Second Life," she said, "it's hard not to want them, just like real-life stuff.

      Is it really, dear? Is it really that hard? It strikes me as about as difficult as not banging your head against a wall. I mean, unless you have some psychotic need to bang your head against walls, and if that's the case, the money could probably be better spent on therapy anyway.

      --

      That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

    2. Re:Article text because registration sucks ass by prator · · Score: 1

      She is saying that wanting fancy, new possessions in the game is just like wanting fancy, new possessions in real life. What does this have to do with being psychotic?

      -prator

    3. Re:Article text because registration sucks ass by Kwil · · Score: 2, Funny

      Oh.. just that they're.. well.. NOT REAL.

      Seriously, take out the reference to the MMOG and listen to what she's saying.

      "With all the things you can buy in my imaginary environment, it's hard not to want them, just like real stuff."

      Shit lady, just close your eyes for half a second and imagine it. Just as real and a hell of a lot cheaper.

      --

      That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

    4. Re:Article text because registration sucks ass by Anonymous Coward · · Score: 0

      Compare buying in-game items (such as jewellery or clothes) to a software which adds skinning support to your windowing system, or buying some new themes for your Windows... that's as real as the ingame jewels and clothes.

    5. Re:Article text because registration sucks ass by Anonymous+Custard · · Score: 1
      Oh.. just that they're.. well.. NOT REAL. Seriously, take out the reference to the MMOG and listen to what she's saying. "With all the things you can buy in my imaginary environment, it's hard not to want them, just like real stuff." Shit lady, just close your eyes for half a second and imagine it. Just as real and a hell of a lot cheaper.


      There's lots of imaginary value that people will pay for. People pay for imagined value in real designer clothing all the time.

      An Old Navy t-shirt will keep you as protected from the elements and covered up as one from Banana Republic, but the BR one will cost you 4x more.

      What's the difference? Looks? That the t-shirt says "Property of Banana Republic Athletic Co." instead of "Old Navy Super-T"?

      So why is it absurd that she'd pay for her online appearance to sport designer clothing for other online players to admire? She gets the value of being admired for her fashion, just like in the real world, except it's for her online persona.
  3. BTL = Better Than Life by conan776 · · Score: 4, Funny

    Ah, so what you could do is create a 3rd Life game inside Second Life for people to play, sell that money for 2nd Life money, and that money for In Real Life money.

    --
    "Reality is that which, when you stop believing in it, doesn't go away." -- Philip K. Dick
    1. Re:BTL = Better Than Life by Anonymous Coward · · Score: 0

      In fact, you could do this. If you were to gain the trust of 2nd life citizens, you could create your own currency, allowing people to invest in you and promising them a % increase with any amount of money they are willing to trust you with.

      Gaming Open Market already does this, but I don't see any reason you couldn't set up your own "Conan Bucks", worth say 1 C$ = 1000 L$ or whatever.

  4. WoW IRA by NightWulf · · Score: 3, Funny

    It's true, I put in a few hours of WoW a day in, and i'm up to 10000 gold pieces. When i'm ready to retire, with Gold at over $480 an ounce, Whooooo i'll be rolling in the dough. How can I go wrong? All I need to do is contact this Blizzard company, they must be a brokerage of some sort.

  5. For those w/o a NY Times Subscription... by quark101 · · Score: 0, Redundant

    The Game Is Virtual. The Profit Is Real.

    By MARK WALLACE Published: May 29, 2005

    JASON AINSWORTH plays the online game Second Life at least four hours a day. In the game, he runs a virtual real estate development business. But his after-tax profit - about $1,800 a month - is real, and it's enough to pay the mortgage on his home in Las Vegas.

    For many people, what are known as massively multiplayer online games have become significant sources of income.

    Web sites have sprung up that allow players to use real currency to buy items - like weapons or real estate - that they may want or need for the games

    Games like Second Life, World of Warcraft, Ultima Online and dozens of others offer the opportunity to interact with thousands of players worldwide in virtual environments that continue to exist whether or not any particular person is playing at the moment. The virtual broadsword you found in the dragon's cave (or that dream house you built) before logging off on Tuesday will be right there on Wednesday.

    Acquiring those items, however, requires work. In Ultima Online, it can take weeks to amass enough virtual gold to buy a superior weapon. It can take just as long to earn enough "simoleans," the virtual currency of The Sims Online - the online version of Electronic Arts' best-selling role-playing games - to buy and furnish a house.

    But not everyone cares to spend time toiling in pursuit of game money. This provides an opportunity for people like Mr. Ainsworth. A thriving market has sprung up in which players spend real-world cash to buy game currency or desirable items from other players. Transactions take place on eBay or on sites like gamingopenmarket.com or www.ige.com. Payments are made through PayPal and other online services. Players then log into the game and transfer the virtual goods or currency.

    Mr. Ainsworth, 36, was not a fan of online games until his 10-year-old daughter became interested in The Sims Online. He then noticed that a large number of simoleans were for sale on eBay. "I started hearing about players leaving the game who were selling their assets," he said, "so I figured, buy low, sell high."

    But Mr. Ainsworth found his moneymaking options in The Sims "very limited"; he switched to Second Life, a virtual world that is less a game than a three-dimensional environment in which players can do whatever they choose. There, he has leveraged his real-life experience - he is a developer and contractor - into an online business. In 14 locations in Second Life's virtual world, he owns enough "land" to rent space to nearly 50 retailers, who in turn earn virtual money selling everything from jewelry to clothing to art (all nonexistent, of course). Mr. Ainsworth converts his game profits into real money on sites like eBay, Ige and gamingopenmarket, which charge a small fee, and he includes that income on his tax returns.

    "A lot of your success or failure depends on your ability to keep the fire lit," he said. "I have good months and bad months, but the work is fun."

    Earnings can be considerable. Ailin Graef, who goes by the screen name Anshe Chung in Second Life, said she was on track to earn about $100,000 in real money in her first year in the game's real estate business.

    Hundreds of people who play Second Life make a profit on it, said Philip Rosedale, chief executive and founder of Linden Lab, the game's developer. The value of the average player's transactions, if converted to real money, is more than $1,000 a year and has been growing nearly 25 percent a month, Mr. Rosedale said.

    Who buys this stuff? One Second Life resident, who asked to be identified only by her screen name, Diamond Hope, said she spent $10 to $15 a month on clothing and other accessories in Secon

  6. Re:That's right by orkysoft · · Score: 1

    Remember what Nietschze said about this...

    --

    I suffer from attention surplus disorder.
  7. meh by blackicye · · Score: 2, Interesting

    Second Life may well be possibly the only game he could do this in.

    Most likely because noone cares about it, and the market for its in-game currency and commodities is tiny.

    Any game which has a larger audience (WoW, SWG, Lineage 2, Guildwars, EQ2) would have seen its slew of dedicated "farmers" from Korea, China, India and various parts of SE Asia.

    Either with sweat shop labor or automated with bots, they farm in-game currency and items and sell them at a far lower price than anyone in more developed countries could, whilst still maintaining it as a worthwhile time investment.

    Some may argue that "You're getting money for playing a game!" but in reality, its no more fun than flipping burgers, or clocking your mundane 9 to 5, its work.

    Farming in these games is all boring tedious work, and at the rates being offered by botters and farmers in less developed countries, its not worth doing.

    As an aside they have totally destroyed the in-game economies of most of these games, which is generally why the sale of in-game currency is in violation of the Terms of Service.

    1. Re:meh by Jesrad · · Score: 3, Interesting

      Except that this is Second Life, not WoW. There are no monsters you can kill over and over and over for hours on to earn a sustainable revenue, much like there is no infinite gold mine in the real world either. No trivial/automatic way to turn time into value. The money you earn has to come from somewhere, and that somewhere is : other players. Each player receives a somewhat fixed stipend of money each week from Linden Lab, and this amount is revised from time to time to accomodate with the money that returns to Linden Lab continuously (as a payment for uploads or land allotment).

      Because of this, you cannot have a sweatshop in Second Life, and its economy has zero inflation.

      --
      Maybe we deserve this world ?
    2. Re:meh by mothlos · · Score: 1
      As an aside they have totally destroyed the in-game economies of most of these games, which is generally why the sale of in-game currency is in violation of the Terms of Service.

      What about the legal issues involved with gambling? Facilitating illegal games of chance for value is an expensive crime in many jurisdictions. If you take away the official cash value of items via a EULA you create a legal defense.

    3. Re:meh by msaulters · · Score: 1

      Actually, Second Life already has seen reports of sweatshop laborers. In this case, it appears they were trying to collect and hoard land, which is arguably the most scarce resource in Second Life. Any time you have a limited, transferrable resource, you have an opening for this kind of activity. It seems to me the only way to combat it is to either make the resource unlimited or non-transferrable.

      --
      These people looked deep into my soul and assigned me a number based on the order in which I joined.
    4. Re:meh by patio11 · · Score: 2
      Its hard to "farm" money in Second Life because there are no Walking Bags of Advancement wandering around to club over the head and take their stuff. You get money the same way you do in real life -- convincing other people to give it to you. In practice, the big ticket items are selling real-estate (which is a limited commodity in the system which gets dribbed in at a predictable rate), casinos, and selling customizations for avatars (clothes, accessories with no effects that a WoW player would recognized, etc). Now, you could certainly farm it if you had a software development house willing to work for nothing and develop scripts for accessories, as the game will let you program a dragon whelp to burp fire and use as a pet *if you can program and render it*, but unless they come up with a value-added proposition the game-world won't suddenly throw money at them.

      I didn't program for Second Life because the return for IP in the game is tiiiiiiiiny compared to the amount of time you have to spend creating it, at least for scripts. You're better off tutoring CS101 students for $10+ an hour.

      Second Life doesn't have a tiny market though -- there is about $1000 spent per account per year (ponder that for a second and extrapolate how ginormous it would be if Blizzard had the same level of commitment from 5% of its players).

    5. Re:meh by jafuser · · Score: 1

      There is no official cash value for the Second Life currency (L$). You can't buy more L$ from the company that runs SL, and they will not buy back your L$ for US$.

      Exchanges between L$ and US$ is done between residents (usually via third party websites), and the value fluctuates with supply and demand. See Gaming Open Market for an example of how the currency is exchanged as a commodity.

      The amount of L$ in the SL economy is fixed via a specific formula and is not affected by these third-party currency exchanges.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    6. Re:meh by ElAurian · · Score: 1

      No sweatshop?

      Take a look at Dark Life, and think about the possibilities.

    7. Re:meh by Jesrad · · Score: 1

      For those who don't know, Dark Life is an attempt to bring a Diablo-like game to Second Life. Of course it can be abused by a tentative sweatshop, but since it is owned by players (whom I happen to know personnally), there is an absolute cap on how much money you can make on it. And trust me that limit is very low (especially right now) so you can't make a profitable sweatshop out of it (it's not profitable to the owners already !).

      If you mean making a game like Dark Life in SL to make money, well, you'll be hitting on the same limit I mentioned in my original post: the money you make has to come from the players, and that L$100 (= $0.25) stipend will be spent quite fast.

      You either need to convince players to start paying through PayPal or any other real cash method for your virtual goods and services to work around this state of things, or you have to recycle the L$ very fast by converting them back in real cash and feeding them back to your clients somehow. There are a number of ways to do this (GOM, IGE, etc...) but it imposes a bottleneck on your revenue stream and makes the whole process vulnerable to inflation. Besides, making virtual goods that sell in SL is way out of the "sweatshop" activity. You'd make a lot more money in the real world than in a MMOG if you have employees who can pull this off while being paid low enough to make the whole operation profitable.

      The people who make a living or any decent amount of money from Second Life are in fact all profitting from a near-monopoly position in land business. They buy all the land available in the game then resell it back with a considerable profit (land being the most expensive commodity in the game since it is a _scarce_ resource). The more competition comes into this business to try and profit from it, the less profitable it becomes... and the total revenue that can be made from this business decreases with the number of participants, tending to zero in the long term and with growth of the virtual world. It'll happen eventually.

      --
      Maybe we deserve this world ?
  8. Second Life is pretty free of those problems by Anonymous Coward · · Score: 0

    Second Life may well be possibly the only game he could do this in.

    Indeed.

    But Second Life isn't a "game" in the usual sense, it's just a persistent virtual world. You don't "play" in it, you just exist and hang out with others and do things ... ie. it's pretty much like the physical world in that respect. It's possible to consider it a game, but then real life can be considered a game too.

    And cross-world fund transfers can't "ruin the game" since there is no game and what exists is entirely the creation of the Second Life citizens. And you can't break the ToS/T+C's either, since they explicitly state that you own the content that you create, so you're free to sell it.

    What you say is pretty true of pretty much all MMOGs, but Second Life is rather different concept altogether.

    1. Re:Second Life is pretty free of those problems by jafuser · · Score: 2, Interesting

      It's probably worth pointing out that although the SL platform itself is not a game, it does host many resident-created games within it's architecture.

      Since residents can use a scripting language to program the behavior of the 3D objects in SL, they have taken advantage of this to build a variety of games. In fact, I think there is currently a game developer competition going on at the moment.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    2. Re:Second Life is pretty free of those problems by Solder+Fumes · · Score: 2, Interesting

      My favorite game in Second Life is Primtionary. Objects within Second Life are constructed out primary objects ("prims" for short) based on several basic shapes. Primtionary is like Pictionary; the contestant is given a word and must quickly construct a 3D model while other players try to guess the word. LOTS of fun. More than worth the $10 I've spent on Second Life so far. That's what I like about Second Life right now; you can spend $10 and have complete access to the game. If you decide to own land and build on it, then you can upgrade to a monthly account. Meanwhile, you can practice building in the sandbox regions and get good enough to build something meaningful once you do decide to upgrade. And nothing prevents you from making clothes, vehicles, pets, etc and selling them while still landless.

  9. its true... by Anonymous Coward · · Score: 1, Interesting

    i made some 3d content just for fun for mmog http://www.there.com/, one item was so popular i made about $3000 AUD off it... and through 3rd party web sites was able to turn in-world currency back to real dough :)

  10. Re:That's right by mconeone · · Score: 1

    If you can't beat 'em, join 'em

  11. Re:That's right by Anonymous Coward · · Score: 0

    Remember what Nietschze said about this...

    Something along the lines of "Spell my last name right", I think.

  12. Second Life and Gambling by pnice · · Score: 1

    About a year or so ago I was playing on Second Life and had fun spending the virtual money they gave you on the slot machines/ gambling devices people had made. The problem is, the game is only as good as the script that it runs on. There was this video poker machine that would pay out a Royal Flush on any hand you got that was a straight (with A, K, Q, J, 10) which is much easier to get and it paid out some crazy amount of cash. I took so much cash from the guy that was running the machine that he didn't want me to play anymore and ran out of money...and never paid me what he owed me. It was pretty weak. I just quite playing after that and never tried to get my money from him and let my account run out.

    Well, months later I got an email from Second Life saying that since I had paid for an account at one time it was free to use from then on without charge (basic account) I logged in to see how much money I had...and he never paid (or my account was wiped before I got the offer to come back) I could have sold that cash for some pretty decent RL cash too. Bastards.